/*************************************************************************/
/*  packed_scene.cpp                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "packed_scene.h"
#include "globals.h"
#include "io/resource_loader.h"
#include "scene/3d/spatial.h"
#include "scene/gui/control.h"
#include "scene/2d/node_2d.h"
#include "scene/main/instance_placeholder.h"
#include "core/core_string_names.h"
#define PACK_VERSION 2

bool SceneState::can_instance() const {

	return nodes.size()>0;
}


Node *SceneState::instance(bool p_gen_edit_state) const {

	// nodes where instancing failed (because something is missing)
	List<Node*> stray_instances;

#define NODE_FROM_ID(p_name,p_id)\
	Node *p_name;\
	if (p_id&FLAG_ID_IS_PATH) {\
		NodePath np=node_paths[p_id&FLAG_MASK];\
		p_name=ret_nodes[0]->_get_node(np);\
	} else {\
		ERR_FAIL_INDEX_V(p_id&FLAG_MASK,nc,NULL);\
		p_name=ret_nodes[p_id&FLAG_MASK];\
	}

	int nc = nodes.size();
	ERR_FAIL_COND_V(nc==0,NULL);

	const StringName*snames=NULL;
	int sname_count=names.size();
	if (sname_count)
		snames=&names[0];

	const Variant*props=NULL;
	int prop_count=variants.size();
	if (prop_count)
		props=&variants[0];

	//Vector<Variant> properties;

	const NodeData *nd = &nodes[0];

	Node **ret_nodes=(Node**)alloca( sizeof(Node*)*nc );

	bool gen_node_path_cache=p_gen_edit_state && node_path_cache.empty();

	for(int i=0;i<nc;i++) {

		const NodeData &n=nd[i];

		Node *parent=NULL;

		if (i>0) {

			NODE_FROM_ID(nparent,n.parent);
#ifdef DEBUG_ENABLED
			if (!nparent && n.parent&FLAG_ID_IS_PATH) {

				WARN_PRINT(String("Parent path '"+String(node_paths[n.parent&FLAG_MASK])+"' for node '"+String(snames[n.name])+"' has vanished when instancing: '"+get_path()+"'.").ascii().get_data());

			}
#endif
			parent=nparent;
		}

		Node *node=NULL;


		if (i==0 && base_scene_idx>=0) {
			//scene inheritance on root node
            //print_line("scene inherit");
			Ref<PackedScene> sdata = props[ base_scene_idx ];
			ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
			node = sdata->instance(p_gen_edit_state);
			ERR_FAIL_COND_V(!node,NULL);
			if (p_gen_edit_state) {
				node->set_scene_inherited_state(sdata->get_state());
			}

		} else if (n.instance>=0) {
			//instance a scene into this node
            //print_line("instance");
			if (n.instance&FLAG_INSTANCE_IS_PLACEHOLDER) {

				String path = props[n.instance&FLAG_MASK];
				if (disable_placeholders) {

					Ref<PackedScene> sdata = ResourceLoader::load(path,"PackedScene");
					ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
					node = sdata->instance(p_gen_edit_state);
					ERR_FAIL_COND_V(!node,NULL);
				} else {
					InstancePlaceholder *ip = memnew( InstancePlaceholder );
					ip->set_instance_path(path);
					node=ip;
				}
				node->set_scene_instance_load_placeholder(true);
			} else {
				Ref<PackedScene> sdata = props[ n.instance&FLAG_MASK ];
				ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
				node = sdata->instance(p_gen_edit_state);
				ERR_FAIL_COND_V(!node,NULL);

			}

		} else if (n.type==TYPE_INSTANCED) {
			//print_line("instanced");
			//get the node from somewhere, it likely already exists from another instance
			if (parent) {
				node=parent->_get_child_by_name(snames[n.name]);
#ifdef DEBUG_ENABLED
				if (!node) {
					WARN_PRINT(String("Node '"+String(ret_nodes[0]->get_path_to(parent))+"/"+String(snames[n.name])+"' was modified from inside a instance, but it has vanished.").ascii().get_data());
				}
#endif
			}
		} else if (ClassDB::is_class_enabled(snames[n.type])) {
            //print_line("created");
			//node belongs to this scene and must be created
			Object * obj = ClassDB::instance(snames[ n.type ]);
			if (!obj || !obj->cast_to<Node>()) {
				if (obj) {
					memdelete(obj);
					obj=NULL;
				}
				WARN_PRINT(String("Warning node of type "+snames[n.type].operator String()+" does not exist.").ascii().get_data());
				if (n.parent>=0 && n.parent<nc && ret_nodes[n.parent]) {
					if (ret_nodes[n.parent]->cast_to<Spatial>()) {
						obj = memnew( Spatial );
					} else if (ret_nodes[n.parent]->cast_to<Control>()) {
						obj = memnew( Control );
					} else if (ret_nodes[n.parent]->cast_to<Node2D>()) {
						obj = memnew( Node2D );
					}

				}
				if (!obj) {
					obj = memnew( Node );
				}
			}

			node = obj->cast_to<Node>();

		}


		if (node) {
			// may not have found the node (part of instanced scene and removed)
			// if found all is good, otherwise ignore

			//properties
			int nprop_count=n.properties.size();
			if (nprop_count) {

				const NodeData::Property* nprops=&n.properties[0];

				for(int j=0;j<nprop_count;j++) {

					bool valid;
					ERR_FAIL_INDEX_V( nprops[j].name, sname_count, NULL );
					ERR_FAIL_INDEX_V( nprops[j].value, prop_count, NULL );

					if (snames[ nprops[j].name ]==CoreStringNames::get_singleton()->_script) {
						//work around to avoid old script variables from disappearing, should be the proper fix to:
						//https://github.com/godotengine/godot/issues/2958

						//store old state
						List<Pair<StringName,Variant> > old_state;
						if (node->get_script_instance()) {
							node->get_script_instance()->get_property_state(old_state);
						}

						node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);

						//restore old state for new script, if exists
						for (List<Pair<StringName,Variant> >::Element *E=old_state.front();E;E=E->next()) {
							node->set(E->get().first,E->get().second);
						}
					} else {

						node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
					}
				}
			}

			//name

			//groups
			for(int j=0;j<n.groups.size();j++) {

				ERR_FAIL_INDEX_V( n.groups[j], sname_count, NULL );
				node->add_to_group( snames[ n.groups[j] ], true );
			}

			if (n.instance>=0 || n.type!=TYPE_INSTANCED || i==0) {
				//if node was not part of instance, must set it's name, parenthood and ownership
				if (i>0) {
					if (parent) {
						parent->_add_child_nocheck(node,snames[n.name]);
					} else {
						//it may be possible that an instanced scene has changed
						//and the node has nowhere to go anymore
						stray_instances.push_back(node); //can't be added, go to stray list
					}
				} else {
					node->_set_name_nocheck( snames[ n.name ] );
				}
			}

			if (n.owner>=0) {

				NODE_FROM_ID(owner,n.owner);
				if (owner)
					node->_set_owner_nocheck(owner);
			}


		}


		ret_nodes[i]=node;

		if (node && gen_node_path_cache && ret_nodes[0]) {
			NodePath n = ret_nodes[0]->get_path_to(node);
			node_path_cache[n]=i;
		}
	}


	//do connections

	int cc = connections.size();
	const ConnectionData *cdata = connections.ptr();

	for(int i=0;i<cc;i++) {

		const ConnectionData &c=cdata[i];
		//ERR_FAIL_INDEX_V( c.from, nc, NULL );
		//ERR_FAIL_INDEX_V( c.to, nc, NULL );

		NODE_FROM_ID(cfrom,c.from);
		NODE_FROM_ID(cto,c.to);

		if (!cfrom || !cto)
			continue;

		Vector<Variant> binds;
		if (c.binds.size()) {
			binds.resize(c.binds.size());
			for(int j=0;j<c.binds.size();j++)
				binds[j]=props[ c.binds[j] ];
		}


		cfrom->connect( snames[ c.signal], cto, snames[ c.method], binds,CONNECT_PERSIST|c.flags );
	}

	//Node *s = ret_nodes[0];

	//remove nodes that could not be added, likely as a result that
	while(stray_instances.size()) {
		memdelete(stray_instances.front()->get());
		stray_instances.pop_front();;
	}

	for(int i=0;i<editable_instances.size();i++) {
		Node *ei = ret_nodes[0]->_get_node(editable_instances[i]);
		if (ei) {
			ret_nodes[0]->set_editable_instance(ei,true);
		}
	}

	return ret_nodes[0];

}


static int _nm_get_string(const String& p_string, Map<StringName,int> &name_map) {

	if (name_map.has(p_string))
		return name_map[p_string];

	int idx = name_map.size();
	name_map[p_string]=idx;
	return idx;
}

static int _vm_get_variant(const Variant& p_variant, HashMap<Variant,int,VariantHasher> &variant_map) {

	if (variant_map.has(p_variant))
		return variant_map[p_variant];

	int idx = variant_map.size();
	variant_map[p_variant]=idx;
	return idx;
}

Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map) {


	// this function handles all the work related to properly packing scenes, be it
	// instanced or inherited.
	// given the complexity of this process, an attempt will be made to properly
	// document it. if you fail to understand something, please ask!

	//discard nodes that do not belong to be processed
	if (p_node!=p_owner && p_node->get_owner()!=p_owner && !p_owner->is_editable_instance(p_node->get_owner()))
		return OK;

	// save the child instanced scenes that are chosen as editable, so they can be restored
	// upon load back
	if (p_node!=p_owner && p_node->get_filename()!=String() && p_owner->is_editable_instance(p_node))
		editable_instances.push_back(p_owner->get_path_to(p_node));

	NodeData nd;

	nd.name=_nm_get_string(p_node->get_name(),name_map);
	nd.instance=-1; //not instanced by default

	// if this node is part of an instanced scene or sub-instanced scene
	// we need to get the corresponding instance states.
	// with the instance states, we can query for identical properties/groups
	// and only save what has changed

	List<PackState> pack_state_stack;

	bool instanced_by_owner=true;

	{
		Node *n=p_node;

		while(n) {

			if (n==p_owner) {

				Ref<SceneState> state = n->get_scene_inherited_state();
				if (state.is_valid()) {
					int node = state->find_node_by_path(n->get_path_to(p_node));
					if (node>=0) {
						//this one has state for this node, save
						PackState ps;
						ps.node=node;
						ps.state=state;
						pack_state_stack.push_back(ps);
						instanced_by_owner=false;
					}
				}

				if (p_node->get_filename()!=String() && p_node->get_owner()==p_owner && instanced_by_owner) {

					if (p_node->get_scene_instance_load_placeholder()) {
						//it's a placeholder, use the placeholder path
						nd.instance=_vm_get_variant(p_node->get_filename(),variant_map);
						nd.instance|=FLAG_INSTANCE_IS_PLACEHOLDER;
					} else {
						//must instance ourselves
						Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
						if (!instance.is_valid()) {
							return ERR_CANT_OPEN;
						}

						nd.instance=_vm_get_variant(instance,variant_map);
					}
				}
				n=NULL;
			} else {
				if (n->get_filename()!=String()) {
					//is an instance
					Ref<SceneState> state = n->get_scene_instance_state();
					if (state.is_valid()) {
						int node = state->find_node_by_path(n->get_path_to(p_node));
						if (node>=0) {
							//this one has state for this node, save
							PackState ps;
							ps.node=node;
							ps.state=state;
							pack_state_stack.push_back(ps);
						}
					}

				}
				n=n->get_owner();
			}
		}
	}

#if 0

	Ref<SceneState> base_scene = p_node->get_scene_inherited_state(); //for inheritance
	Ref<SceneState> instance_state;
	int instance_state_node=-1;

	if (base_scene.is_valid() && (p_node==p_owner || p_node->get_owner()==p_owner)) {
		//scene inheritance in use, see if this node is actually inherited
		NodePath path = p_owner->get_path_to(p_node);
		instance_state_node = base_scene->find_node_by_path(path);
		if (instance_state_node>=0) {
			instance_state=base_scene;
		}
	}

	// check that this is a directly instanced scene from the scene being packed, if so
	// this information must be saved. Of course, if using scene instancing and this node
	// does belong to base scene, ignore.

	if (instance_state.is_null() && p_node!=p_owner && p_node->get_owner()==p_owner && p_node->get_filename()!="") {

		//instanced, only direct sub-scnes are supported of course
		Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
		if (!instance.is_valid()) {
			return ERR_CANT_OPEN;
		}

		nd.instance=_vm_get_variant(instance,variant_map);

	} else {

		nd.instance=-1;
	}

	// finally, if this does not belong to scene inheritance, check
	// if it belongs to scene instancing

	if (instance_state.is_null() && p_node!=p_owner) {
		//if not affected by scene inheritance, this may be
		if (p_node->get_owner()==p_owner && p_node->get_filename()!=String()) {
			instance_state=p_node->get_scene_instance_state();
			if (instance_state.is_valid()) {
				instance_state_node=instance_state->find_node_by_path(p_node->get_path_to(p_node));
			}

		} else if (p_node->get_owner()!=p_owner && p_owner->is_editable_instance(p_node->get_owner())) {
			instance_state=p_node->get_owner()->get_scene_instance_state();
			if (instance_state.is_valid()) {
				instance_state_node=instance_state->find_node_by_path(p_node->get_owner()->get_path_to(p_node));
			}
		}
	}
#endif

	// all setup, we then proceed to check all properties for the node
	// and save the ones that are worth saving

	List<PropertyInfo> plist;
	p_node->get_property_list(&plist);

	for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {


		if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}

		String name = E->get().name;
		Variant value = p_node->get( E->get().name );


		bool isdefault = ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one());

//		if (nd.instance<0 && ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one())) {
//			continue;
//		}



		//print_line("PASSED!");
		//print_line("at: "+String(p_node->get_name())+"::"+name+": -  nz: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONZERO)+" no: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONONE));
		//print_line("value: "+String(value)+" is zero: "+itos(value.is_zero())+" is one" +itos(value.is_one()));

		if (pack_state_stack.size()) {
			// we are on part of an instanced subscene
			// or part of instanced scene.
			// only save what has been changed
			// only save changed properties in instance

			if (E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE || E->get().name=="__meta__") {
				//property has requested that no instance state is saved, sorry
				//also, meta won't be overriden or saved
				continue;
			}

			bool exists=false;
			Variant original;

			for (List<PackState>::Element *F=pack_state_stack.back();F;F=F->prev()) {
				//check all levels of pack to see if the property exists somewhere
				const PackState &ps=F->get();

				original = ps.state->get_property_value(ps.node,E->get().name,exists);
				if (exists) {
					break;
				}
			}


			if (exists) {

				//check if already exists and did not change
				if (value.get_type()==Variant::REAL && original.get_type()==Variant::REAL) {
					//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
					float a = value;
					float b = original;

					if (Math::abs(a-b)<CMP_EPSILON)
						continue;
				} else if (bool(Variant::evaluate(Variant::OP_EQUAL,value,original))) {

					continue;
				}
			}

			if (!exists && isdefault) {
				//does not exist in original node, but it's the default value
				//so safe to skip too.
				continue;
			}


		} else  {

			if (isdefault) {
				//it's the default value, no point in saving it
				continue;
			}
		}

		NodeData::Property prop;
		prop.name=_nm_get_string( name,name_map);
		prop.value=_vm_get_variant( value, variant_map);
		nd.properties.push_back(prop);

	}


	// save the groups this node is into
	// discard groups that come from the original scene

	List<Node::GroupInfo> groups;
	p_node->get_groups(&groups);
	for(List<Node::GroupInfo>::Element *E=groups.front();E;E=E->next()) {
		Node::GroupInfo &gi=E->get();

		if (!gi.persistent)
			continue;
//		if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))
//			continue; //group was instanced, don't add here

		bool skip=false;
		for (List<PackState>::Element *F=pack_state_stack.front();F;F=F->next()) {
			//check all levels of pack to see if the group was added somewhere
			const PackState &ps=F->get();
			if (ps.state->is_node_in_group(ps.node,gi.name)) {
				skip=true;
				break;
			}
		}

		if (skip)
			continue;

		nd.groups.push_back(_nm_get_string(gi.name,name_map));
	}


	// save the right owner
	// for the saved scene root this is -1
	// for nodes of the saved scene this is 0
	// for nodes of instanced scenes this is >0

	if (p_node==p_owner) {
		//saved scene root
		nd.owner=-1;
	} else if (p_node->get_owner()==p_owner) {
		//part of saved scene
		nd.owner=0;
	} else {

		nd.owner=-1;
#if 0
		// this is pointless, if this was instanced by something else,
		// the owner will already be set.

		if (node_map.has(p_node->get_owner())) {
			//maybe an existing saved node
			nd.owner=node_map[p_node->get_owner()];
		} else {
			//not saved, use nodepath map
			int sidx;
			if (nodepath_map.has(p_node->get_owner())) {
				sidx=nodepath_map[p_node->get_owner()];
			} else {
				sidx=nodepath_map.size();
				nodepath_map[p_node->get_owner()]=sidx;
			}

			nd.owner=FLAG_ID_IS_PATH|sidx;

		}
#endif


	}

	// Save the right type. If this node was created by an instance
	// then flag that the node should not be created but reused
	if (pack_state_stack.empty()) {
		//this node is not part of an instancing process, so save the type
		nd.type=_nm_get_string(p_node->get_class(),name_map);
	} else {
		// this node is part of an instanced process, so do not save the type.
		// instead, save that it was instanced
		nd.type=TYPE_INSTANCED;
	}


	// determine whether to save this node or not
	// if this node is part of an instanced sub-scene, we can skip storing it if basically
	// no properties changed and no groups were added to it.
	// below condition is true for all nodes of the scene being saved, and ones in subscenes
	// that hold changes

	bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist
	save_node = save_node || p_node==p_owner; // owner is always saved
	save_node = save_node || (p_node->get_owner()==p_owner && instanced_by_owner); //part of scene and not instanced


	int idx = nodes.size();
	int parent_node=NO_PARENT_SAVED;

	if (save_node) {

		//don't save the node if nothing and subscene

		node_map[p_node]=idx;

		//ok validate parent node
		if (p_parent_idx==NO_PARENT_SAVED) {

			int sidx;
			if (nodepath_map.has(p_node->get_parent())) {
				sidx=nodepath_map[p_node->get_parent()];
			} else {
				sidx=nodepath_map.size();
				nodepath_map[p_node->get_parent()]=sidx;
			}

			nd.parent=FLAG_ID_IS_PATH|sidx;
		} else {
			nd.parent=p_parent_idx;
		}

		parent_node=idx;
		nodes.push_back(nd);

	}


	for(int i=0;i<p_node->get_child_count();i++) {

		Node *c=p_node->get_child(i);
		Error err = _parse_node(p_owner,c,parent_node,name_map,variant_map,node_map,nodepath_map);
		if (err)
			return err;
	}

	return OK;

}

Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map) {

	if (p_node!=p_owner && p_node->get_owner() && p_node->get_owner()!=p_owner && !p_owner->is_editable_instance(p_node->get_owner()))
		return OK;


	List<MethodInfo> _signals;
	p_node->get_signal_list(&_signals);
	_signals.sort();

	//ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
	//NodeData &nd = nodes[node_map[p_node]];


	for(List<MethodInfo>::Element *E=_signals.front();E;E=E->next()) {

		List<Node::Connection> conns;
		p_node->get_signal_connection_list(E->get().name,&conns);

		conns.sort();

		for(List<Node::Connection>::Element *F=conns.front();F;F=F->next()) {

			const Node::Connection &c = F->get();

			if (!(c.flags&CONNECT_PERSIST)) //only persistent connections get saved
				continue;

			// only connections that originate or end into main saved scene are saved
			// everything else is discarded


			Node *target=c.target->cast_to<Node>();


			if (!target) {
				continue;
			}

			//find if this connection already exists
			Node *common_parent = target->find_common_parent_with(p_node);

			ERR_CONTINUE(!common_parent);

			if (common_parent!=p_owner && common_parent->get_filename()==String()) {
				common_parent=common_parent->get_owner();
			}

			bool exists=false;

			//go through ownership chain to see if this exists
			while(common_parent) {



				Ref<SceneState> ps;

				if (common_parent==p_owner)
					ps=common_parent->get_scene_inherited_state();
				else
					ps=common_parent->get_scene_instance_state();


				if (ps.is_valid()) {

					NodePath signal_from = common_parent->get_path_to(p_node);
					NodePath signal_to = common_parent->get_path_to(target);

					if (ps->has_connection(signal_from,c.signal,signal_to,c.method)) {
						exists=true;
						break;
					}

				}

				if (common_parent==p_owner)
					break;
				else
					common_parent=common_parent->get_owner();
			}

			if (exists) { //already exists (comes from instance or inheritance), so don't save
				continue;
			}



			{
				Node *nl=p_node;

				bool exists=false;

				while(nl) {

					if (nl==p_owner) {

						Ref<SceneState> state = nl->get_scene_inherited_state();
						if (state.is_valid()) {
							int from_node = state->find_node_by_path(nl->get_path_to(p_node));
							int to_node = state->find_node_by_path(nl->get_path_to(target));

							if (from_node>=0 && to_node>=0) {
								//this one has state for this node, save
								if (state->is_connection(from_node,c.signal,to_node,c.method)) {
									exists=true;
									break;
								}
							}
						}

						nl=NULL;
					} else {
						if (nl->get_filename()!=String()) {
							//is an instance
							Ref<SceneState> state = nl->get_scene_instance_state();
							if (state.is_valid()) {
								int from_node = state->find_node_by_path(nl->get_path_to(p_node));
								int to_node = state->find_node_by_path(nl->get_path_to(target));

								if (from_node>=0 && to_node>=0) {
									//this one has state for this node, save
									if (state->is_connection(from_node,c.signal,to_node,c.method)) {
										exists=true;
										break;
									}
								}
							}

						}
						nl=nl->get_owner();
					}
				}

				if (exists) {
					continue;
				}

			}


			int src_id;

			if (node_map.has(p_node)) {
				src_id=node_map[p_node];
			} else {
				if (nodepath_map.has(p_node)) {
					src_id=FLAG_ID_IS_PATH|nodepath_map[p_node];
				} else {
					int sidx=nodepath_map.size();
					nodepath_map[p_node]=sidx;
					src_id=FLAG_ID_IS_PATH|sidx;
				}
			}



			int target_id;

			if (node_map.has(target)) {
				target_id=node_map[target];
			} else {
				if (nodepath_map.has(target)) {
					target_id=FLAG_ID_IS_PATH|nodepath_map[target];
				} else {
					int sidx=nodepath_map.size();
					nodepath_map[target]=sidx;
					target_id=FLAG_ID_IS_PATH|sidx;
				}
			}

			ConnectionData cd;
			cd.from=src_id;
			cd.to=target_id;
			cd.method=_nm_get_string(c.method,name_map);
			cd.signal=_nm_get_string(c.signal,name_map);
			cd.flags=c.flags;
			for(int i=0;i<c.binds.size();i++) {

				cd.binds.push_back( _vm_get_variant(c.binds[i],variant_map));
			}
			connections.push_back(cd);
		}
	}

	for(int i=0;i<p_node->get_child_count();i++) {

		Node *c=p_node->get_child(i);
		Error err = _parse_connections(p_owner,c,name_map,variant_map,node_map,nodepath_map);
		if (err)
			return err;
	}

	return OK;
}


Error SceneState::pack(Node *p_scene) {
	ERR_FAIL_NULL_V( p_scene, ERR_INVALID_PARAMETER );


	clear();

	Node *scene = p_scene;

	Map<StringName,int> name_map;
	HashMap<Variant,int,VariantHasher> variant_map;
	Map<Node*,int> node_map;
	Map<Node*,int> nodepath_map;

	//if using scene inheritance, pack the scene it inherits from
	if (scene->get_scene_inherited_state().is_valid()) {
		String path = scene->get_scene_inherited_state()->get_path();
		Ref<PackedScene> instance = ResourceLoader::load(path);
		if (instance.is_valid()) {

			base_scene_idx=_vm_get_variant(instance,variant_map);
		}
	}
	//instanced, only direct sub-scnes are supported of course


	Error err = _parse_node(scene,scene,-1,name_map,variant_map,node_map,nodepath_map);
	if (err) {
		clear();
		ERR_FAIL_V(err);
	}

	err = _parse_connections(scene,scene,name_map,variant_map,node_map,nodepath_map);
	if (err) {
		clear();
		ERR_FAIL_V(err);
	}

	names.resize(name_map.size());

	for(Map<StringName,int>::Element *E=name_map.front();E;E=E->next()) {

		names[E->get()]=E->key();
	}

	variants.resize(variant_map.size());
	const Variant *K=NULL;
	while((K=variant_map.next(K))) {

		int idx = variant_map[*K];
		variants[idx]=*K;
	}

	node_paths.resize(nodepath_map.size());
	for(Map<Node*,int>::Element *E=nodepath_map.front();E;E=E->next()) {

		node_paths[E->get()]=scene->get_path_to(E->key());
	}


	return OK;
}

void SceneState::set_path(const String &p_path) {

	path=p_path;
}

String SceneState::get_path() const{

	return path;
}

void SceneState::clear() {

	names.clear();
	variants.clear();
	nodes.clear();
	connections.clear();
	node_path_cache.clear();
	node_paths.clear();
	editable_instances.clear();
	base_scene_idx=-1;

}

Ref<SceneState> SceneState::_get_base_scene_state() const {

	if (base_scene_idx>=0) {

		Ref<PackedScene> ps = variants[base_scene_idx];
		if (ps.is_valid()) {
			return ps->get_state();
		}
	}

	return Ref<SceneState>();
}

int SceneState::find_node_by_path(const NodePath& p_node) const {

	if (!node_path_cache.has(p_node)) {
		if (_get_base_scene_state().is_valid()) {
			int idx = _get_base_scene_state()->find_node_by_path(p_node);
			if (idx>=0) {
				if (!base_scene_node_remap.has(idx)) {
					int ridx = nodes.size() + base_scene_node_remap.size();
					base_scene_node_remap[ridx]=idx;
				}

				return base_scene_node_remap[idx];
			}
		}
		return -1;
	}

	int nid = node_path_cache[p_node];

	if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
		//for nodes that _do_ exist in current scene, still try to look for
		//the node in the instanced scene, as a property may be missing
		//from the local one
		int idx = _get_base_scene_state()->find_node_by_path(p_node);
		base_scene_node_remap[nid]=idx;

	}

	return nid;
}
Variant SceneState::get_property_value(int p_node, const StringName& p_property, bool &found) const {

	found=false;

	ERR_FAIL_COND_V(p_node<0,Variant());

	if (p_node<nodes.size()) {
		//find in built-in nodes
		int pc = nodes[p_node].properties.size();
		const StringName* namep = names.ptr();

		const NodeData::Property *p=nodes[p_node].properties.ptr();
		for(int i=0;i<pc;i++) {
			if (p_property==namep[p[i].name]) {
				found=true;
				return variants[p[i].value];
			}
		}
	}

	//property not found, try on instance

	if (base_scene_node_remap.has(p_node)) {
		return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node],p_property,found);
	}

	return Variant();
}

bool SceneState::is_node_in_group(int p_node,const StringName& p_group) const {

	ERR_FAIL_COND_V(p_node<0,false);

	if (p_node<nodes.size()) {
		const StringName* namep = names.ptr();
		for(int i=0;i<nodes[p_node].groups.size();i++) {
			if (namep[nodes[p_node].groups[i]]==p_group)
				return true;
		}
	}

	if (base_scene_node_remap.has(p_node)) {
		return _get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node],p_group);
	}

	return false;
}

bool SceneState::disable_placeholders=false;

void SceneState::set_disable_placeholders(bool p_disable) {

	disable_placeholders=p_disable;
}

bool SceneState::is_connection(int p_node,const StringName& p_signal,int p_to_node,const StringName& p_to_method) const {

	ERR_FAIL_COND_V(p_node<0,false);
	ERR_FAIL_COND_V(p_to_node<0,false);

	if (p_node<nodes.size() && p_to_node<nodes.size()) {

		int signal_idx=-1;
		int method_idx=-1;
		for(int i=0;i<names.size();i++) {
			if (names[i]==p_signal) {
				signal_idx=i;
			} else if (names[i]==p_to_method) {
				method_idx=i;
			}
		}

		if (signal_idx>=0 && method_idx>=0) {
			//signal and method strings are stored..

			for(int i=0;i<connections.size();i++) {

				if (connections[i].from==p_node && connections[i].to==p_to_node && connections[i].signal==signal_idx && connections[i].method==method_idx) {

					return true;
				}
			}
		}
	}

	if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
		return _get_base_scene_state()->is_connection(base_scene_node_remap[p_node],p_signal,base_scene_node_remap[p_to_node],p_to_method);
	}

	return false;

}


void SceneState::set_bundled_scene(const Dictionary& d) {


	ERR_FAIL_COND( !d.has("names"));
	ERR_FAIL_COND( !d.has("variants"));
	ERR_FAIL_COND( !d.has("node_count"));
	ERR_FAIL_COND( !d.has("nodes"));
	ERR_FAIL_COND( !d.has("conn_count"));
	ERR_FAIL_COND( !d.has("conns"));
//	ERR_FAIL_COND( !d.has("path"));

	int version=1;
	if (d.has("version"))
		version=d["version"];

	if (version>PACK_VERSION) {
		ERR_EXPLAIN("Save format version too new!");
		ERR_FAIL();
	}

	PoolVector<String> snames = d["names"];
	if (snames.size()) {

		int namecount = snames.size();
		names.resize(namecount);
		PoolVector<String>::Read r =snames.read();
		for(int i=0;i<names.size();i++)
			names[i]=r[i];
	}

	Array svariants = d["variants"];

	if (svariants.size()) {
		int varcount=svariants.size();
		variants.resize(varcount);
		for(int i=0;i<varcount;i++) {

			variants[i]=svariants[i];
		}

	} else {
		variants.clear();
	}

	nodes.resize(d["node_count"]);
	int nc=nodes.size();
	if (nc) {
		PoolVector<int> snodes = d["nodes"];
		PoolVector<int>::Read r = snodes.read();
		int idx=0;
		for(int i=0;i<nc;i++) {
			NodeData &nd = nodes[i];
			nd.parent=r[idx++];
			nd.owner=r[idx++];
			nd.type=r[idx++];
			nd.name=r[idx++];
			nd.instance=r[idx++];
			nd.properties.resize(r[idx++]);
			for(int j=0;j<nd.properties.size();j++) {

				nd.properties[j].name=r[idx++];
				nd.properties[j].value=r[idx++];
			}
			nd.groups.resize(r[idx++]);
			for(int j=0;j<nd.groups.size();j++) {

				nd.groups[j]=r[idx++];
			}
		}

	}

	connections.resize(d["conn_count"]);
	int cc=connections.size();

	if (cc) {

		PoolVector<int> sconns = d["conns"];
		PoolVector<int>::Read r = sconns.read();
		int idx=0;
		for(int i=0;i<cc;i++) {
			ConnectionData &cd = connections[i];
			cd.from=r[idx++];
			cd.to=r[idx++];
			cd.signal=r[idx++];
			cd.method=r[idx++];
			cd.flags=r[idx++];
			cd.binds.resize(r[idx++]);

			for(int j=0;j<cd.binds.size();j++) {

				cd.binds[j]=r[idx++];
			}
		}

	}

	Array np;
	if (d.has("node_paths")) {
		np=d["node_paths"];
	}
	node_paths.resize(np.size());
	for(int i=0;i<np.size();i++) {
		node_paths[i]=np[i];
	}

	Array ei;
	if (d.has("editable_instances")) {
		ei=d["editable_instances"];
	}

	if (d.has("base_scene")) {
		base_scene_idx=d["base_scene"];
	}

	editable_instances.resize(ei.size());
	for(int i=0;i<editable_instances.size();i++) {
		editable_instances[i]=ei[i];
	}

//	path=d["path"];

}

Dictionary SceneState::get_bundled_scene() const {

	PoolVector<String> rnames;
	rnames.resize(names.size());

	if (names.size()) {

		PoolVector<String>::Write r=rnames.write();

		for(int i=0;i<names.size();i++)
			r[i]=names[i];
	}

	Dictionary d;
	d["names"]=rnames;
	d["variants"]=variants;

	Vector<int> rnodes;
	d["node_count"]=nodes.size();

	for(int i=0;i<nodes.size();i++) {

		const NodeData &nd=nodes[i];
		rnodes.push_back(nd.parent);
		rnodes.push_back(nd.owner);
		rnodes.push_back(nd.type);
		rnodes.push_back(nd.name);
		rnodes.push_back(nd.instance);
		rnodes.push_back(nd.properties.size());
		for(int j=0;j<nd.properties.size();j++) {

			rnodes.push_back(nd.properties[j].name);
			rnodes.push_back(nd.properties[j].value);
		}
		rnodes.push_back(nd.groups.size());
		for(int j=0;j<nd.groups.size();j++) {

			rnodes.push_back(nd.groups[j]);
		}
	}

	d["nodes"]=rnodes;

	Vector<int> rconns;
	d["conn_count"]=connections.size();

	for(int i=0;i<connections.size();i++) {

		const ConnectionData &cd=connections[i];
		rconns.push_back(cd.from);
		rconns.push_back(cd.to);
		rconns.push_back(cd.signal);
		rconns.push_back(cd.method);
		rconns.push_back(cd.flags);
		rconns.push_back(cd.binds.size());
		for(int j=0;j<cd.binds.size();j++)
			rconns.push_back(cd.binds[j]);

	}

	d["conns"]=rconns;

	Array rnode_paths;
	rnode_paths.resize(node_paths.size());
	for(int i=0;i<node_paths.size();i++) {
		rnode_paths[i]=node_paths[i];
	}
	d["node_paths"]=rnode_paths;

	Array reditable_instances;
	reditable_instances.resize(editable_instances.size());
	for(int i=0;i<editable_instances.size();i++) {
		reditable_instances[i]=editable_instances[i];
	}
	d["editable_instances"]=reditable_instances;
	if (base_scene_idx>=0) {
		d["base_scene"]=base_scene_idx;
	}

	d["version"]=PACK_VERSION;

//	d["path"]=path;

	return d;


}

int SceneState::get_node_count() const {

	return nodes.size();
}

StringName SceneState::get_node_type(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName());
	if (nodes[p_idx].type==TYPE_INSTANCED)
		return StringName();
	return names[nodes[p_idx].type];
}

StringName SceneState::get_node_name(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName());
	return names[nodes[p_idx].name];
}


bool SceneState::is_node_instance_placeholder(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),false);

	return nodes[p_idx].instance>=0 && nodes[p_idx].instance&FLAG_INSTANCE_IS_PLACEHOLDER;

}

Ref<PackedScene> SceneState::get_node_instance(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx,nodes.size(),Ref<PackedScene>());

	if (nodes[p_idx].instance>=0) {
		if (nodes[p_idx].instance&FLAG_INSTANCE_IS_PLACEHOLDER)
			return Ref<PackedScene>();
		else
			return variants[nodes[p_idx].instance&FLAG_MASK];
	} else if (nodes[p_idx].parent<0 || nodes[p_idx].parent==NO_PARENT_SAVED) {

		if (base_scene_idx>=0) {
			return variants[base_scene_idx];
		}
	}



	return Ref<PackedScene>();


}

String SceneState::get_node_instance_placeholder(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),String());

	if (nodes[p_idx].instance>=0 && nodes[p_idx].instance&FLAG_INSTANCE_IS_PLACEHOLDER) {
		return variants[nodes[p_idx].instance&FLAG_MASK];
	}

	return String();

}

Vector<StringName> SceneState::get_node_groups(int p_idx) const{
	ERR_FAIL_INDEX_V(p_idx,nodes.size(),Vector<StringName>());
	Vector<StringName> groups;
	for(int i=0;i<nodes[p_idx].groups.size();i++) {
		groups.push_back(names[nodes[p_idx].groups[i]]);
	}
	return groups;
}


NodePath SceneState::get_node_path(int p_idx,bool p_for_parent) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),NodePath());

	if (nodes[p_idx].parent<0 || nodes[p_idx].parent==NO_PARENT_SAVED) {
		if (p_for_parent) {
			return NodePath();
		} else {
			return NodePath(".");
		}
	}

	Vector<StringName> sub_path;
	NodePath base_path;
	int nidx=p_idx;
	while(true) {
		if (nodes[nidx].parent==NO_PARENT_SAVED || nodes[nidx].parent<0) {

			sub_path.insert(0,".");
			break;
		}

		if (!p_for_parent || p_idx!=nidx) {
			sub_path.insert(0,names[nodes[nidx].name]);
		}

		if (nodes[nidx].parent&FLAG_ID_IS_PATH) {
			base_path=node_paths[nodes[nidx].parent&FLAG_MASK];
			break;
		} else {
			nidx=nodes[nidx].parent&FLAG_MASK;
		}
	}

	for(int i=base_path.get_name_count()-1;i>=0;i--) {
		sub_path.insert(0,base_path.get_name(i));
	}

	if (sub_path.empty()) {
		return NodePath(".");
	}

	return NodePath(sub_path,false);

}

int SceneState::get_node_property_count(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),-1);
	return nodes[p_idx].properties.size();

}
StringName SceneState::get_node_property_name(int p_idx,int p_prop) const{
	ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName());
	ERR_FAIL_INDEX_V(p_prop,nodes[p_idx].properties.size(),StringName());
	return names[nodes[p_idx].properties[p_prop].name];

}
Variant SceneState::get_node_property_value(int p_idx,int p_prop) const{
	ERR_FAIL_INDEX_V(p_idx,nodes.size(),Variant());
	ERR_FAIL_INDEX_V(p_prop,nodes[p_idx].properties.size(),Variant());

	return variants[nodes[p_idx].properties[p_prop].value];
}


NodePath SceneState::get_node_owner_path(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,nodes.size(),NodePath());
	if (nodes[p_idx].owner<0 || nodes[p_idx].owner==NO_PARENT_SAVED)
		return NodePath(); //root likely
	if (nodes[p_idx].owner&FLAG_ID_IS_PATH) {
		return node_paths[nodes[p_idx].owner&FLAG_MASK];
	} else {
		return get_node_path(nodes[p_idx].owner&FLAG_MASK);
	}
}

int SceneState::get_connection_count() const {

	return connections.size();
}
NodePath SceneState::get_connection_source(int p_idx) const{

	ERR_FAIL_INDEX_V(p_idx,connections.size(),NodePath());
	if (connections[p_idx].from&FLAG_ID_IS_PATH) {
		return node_paths[connections[p_idx].from&FLAG_MASK];
	} else {
		return get_node_path(connections[p_idx].from&FLAG_MASK);
	}

}

StringName SceneState::get_connection_signal(int p_idx) const{

	ERR_FAIL_INDEX_V(p_idx,connections.size(),StringName());
	return names[connections[p_idx].signal];

}
NodePath SceneState::get_connection_target(int p_idx) const{

	ERR_FAIL_INDEX_V(p_idx,connections.size(),NodePath());
	if (connections[p_idx].to&FLAG_ID_IS_PATH) {
		return node_paths[connections[p_idx].to&FLAG_MASK];
	} else {
		return get_node_path(connections[p_idx].to&FLAG_MASK);
	}

}
StringName SceneState::get_connection_method(int p_idx) const{

	ERR_FAIL_INDEX_V(p_idx,connections.size(),StringName());
	return names[connections[p_idx].method];

}


int SceneState::get_connection_flags(int p_idx) const{

	ERR_FAIL_INDEX_V(p_idx,connections.size(),-1);
	return connections[p_idx].flags;
}

Array SceneState::get_connection_binds(int p_idx) const {

	ERR_FAIL_INDEX_V(p_idx,connections.size(),Array());
	Array binds;
	for(int i=0;i<connections[p_idx].binds.size();i++) {
		binds.push_back(variants[connections[p_idx].binds[i]]);
	}
	return binds;
}

bool SceneState::has_connection(const NodePath& p_node_from, const StringName& p_signal, const NodePath& p_node_to, const StringName& p_method) const {

	for(int i=0;i<connections.size();i++) {
		const ConnectionData &c = connections[i];

		NodePath np_from;

		if (c.from&FLAG_ID_IS_PATH) {
			np_from=node_paths[c.from&FLAG_MASK];
		} else {
			np_from=get_node_path(c.from);
		}

		NodePath np_to;

		if (c.to&FLAG_ID_IS_PATH) {
			np_to=node_paths[c.to&FLAG_MASK];
		} else {
			np_to=get_node_path(c.to);
		}

		StringName sn_signal=names[c.signal];
		StringName sn_method=names[c.method];

		if (np_from==p_node_from && sn_signal==p_signal && np_to==p_node_to && sn_method==p_method) {
			return true;
		}
	}

	return false;
}

Vector<NodePath> SceneState::get_editable_instances() const {
	return editable_instances;
}
//add

int SceneState::add_name(const StringName& p_name) {

	names.push_back(p_name);
	return names.size()-1;
}

int SceneState::find_name(const StringName& p_name) const {

	for(int i=0;i<names.size();i++) {
		if (names[i]==p_name)
			return i;
	}

	return -1;
}

int SceneState::add_value(const Variant& p_value) {

	variants.push_back(p_value);
	return variants.size()-1;
}

int SceneState::add_node_path(const NodePath& p_path){

	node_paths.push_back(p_path);
	return  (node_paths.size()-1)|FLAG_ID_IS_PATH;
}
int SceneState::add_node(int p_parent,int p_owner,int p_type,int p_name, int p_instance){

	NodeData nd;
	nd.parent=p_parent;
	nd.owner=p_owner;
	nd.type=p_type;
	nd.name=p_name;
	nd.instance=p_instance;

	nodes.push_back(nd);

	return nodes.size()-1;
}
void SceneState::add_node_property(int p_node,int p_name,int p_value){

	ERR_FAIL_INDEX(p_node,nodes.size());
	ERR_FAIL_INDEX(p_name,names.size());
	ERR_FAIL_INDEX(p_value,variants.size());

	NodeData::Property prop;
	prop.name=p_name;
	prop.value=p_value;
	nodes[p_node].properties.push_back(prop);
}
void SceneState::add_node_group(int p_node,int p_group){

	ERR_FAIL_INDEX(p_node,nodes.size());
	ERR_FAIL_INDEX(p_group,names.size());
	nodes[p_node].groups.push_back(p_group);

}
void SceneState::set_base_scene(int p_idx){

	ERR_FAIL_INDEX(p_idx,variants.size());
	base_scene_idx=p_idx;
}
void SceneState::add_connection(int p_from,int p_to, int p_signal, int p_method, int p_flags,const Vector<int>& p_binds){

	ERR_FAIL_INDEX(p_signal,names.size());
	ERR_FAIL_INDEX(p_method,names.size());

	for(int i=0;i<p_binds.size();i++) {
		ERR_FAIL_INDEX(p_binds[i],variants.size());
	}
	ConnectionData c;
	c.from=p_from;
	c.to=p_to;
	c.signal=p_signal;
	c.method=p_method;
	c.flags=p_flags;
	c.binds=p_binds;
	connections.push_back(c);

}
void SceneState::add_editable_instance(const NodePath& p_path){

	editable_instances.push_back(p_path);
}

PoolVector<String> SceneState::_get_node_groups(int p_idx) const {

	Vector<StringName> groups = get_node_groups(p_idx);
	PoolVector<String> ret;

	for(int i=0;i<groups.size();i++)
		ret.push_back(groups[i]);

	return ret;
}

void SceneState::_bind_methods() {

	//unbuild API

	ClassDB::bind_method(_MD("get_node_count"),&SceneState::get_node_count);
	ClassDB::bind_method(_MD("get_node_type","idx"),&SceneState::get_node_type);
	ClassDB::bind_method(_MD("get_node_name","idx"),&SceneState::get_node_name);
	ClassDB::bind_method(_MD("get_node_path","idx","for_parent"),&SceneState::get_node_path,DEFVAL(false));
	ClassDB::bind_method(_MD("get_node_owner_path","idx"),&SceneState::get_node_owner_path);
	ClassDB::bind_method(_MD("is_node_instance_placeholder","idx"),&SceneState::is_node_instance_placeholder);
	ClassDB::bind_method(_MD("get_node_instance_placeholder","idx"),&SceneState::get_node_instance_placeholder);
	ClassDB::bind_method(_MD("get_node_instance:PackedScene","idx"),&SceneState::get_node_instance);
	ClassDB::bind_method(_MD("get_node_groups","idx"),&SceneState::_get_node_groups);
	ClassDB::bind_method(_MD("get_node_property_count","idx"),&SceneState::get_node_property_count);
	ClassDB::bind_method(_MD("get_node_property_name","idx","prop_idx"),&SceneState::get_node_property_name);
	ClassDB::bind_method(_MD("get_node_property_value","idx","prop_idx"),&SceneState::get_node_property_value);
	ClassDB::bind_method(_MD("get_connection_count"),&SceneState::get_connection_count);
	ClassDB::bind_method(_MD("get_connection_source","idx"),&SceneState::get_connection_source);
	ClassDB::bind_method(_MD("get_connection_signal","idx"),&SceneState::get_connection_signal);
	ClassDB::bind_method(_MD("get_connection_target","idx"),&SceneState::get_connection_target);
	ClassDB::bind_method(_MD("get_connection_method","idx"),&SceneState::get_connection_method);
	ClassDB::bind_method(_MD("get_connection_flags","idx"),&SceneState::get_connection_flags);
	ClassDB::bind_method(_MD("get_connection_binds","idx"),&SceneState::get_connection_binds);
}

SceneState::SceneState() {

	base_scene_idx=-1;
	last_modified_time=0;
}


////////////////



void PackedScene::_set_bundled_scene(const Dictionary& d) {

	state->set_bundled_scene(d);
}

Dictionary PackedScene::_get_bundled_scene() const {

	return state->get_bundled_scene();
}


Error PackedScene::pack(Node *p_scene) {

	return state->pack(p_scene);
}

void PackedScene::clear() {

	state->clear();
}

bool PackedScene::can_instance() const {

	return state->can_instance();
}

Node *PackedScene::instance(bool p_gen_edit_state) const {

#ifndef TOOLS_ENABLED
	if (p_gen_edit_state) {
		ERR_EXPLAIN("Edit state is only for editors, does not work without tools compiled");
		ERR_FAIL_COND_V(p_gen_edit_state,NULL);
	}
#endif

	Node *s = state->instance(p_gen_edit_state);
	if (!s)
		return NULL;

	if (p_gen_edit_state) {
		s->set_scene_instance_state(state);
	}

	if (get_path()!="" && get_path().find("::")==-1)
		s->set_filename(get_path());


	s->notification(Node::NOTIFICATION_INSTANCED);

	return s;
}

void PackedScene::replace_state(Ref<SceneState> p_by) {

	state=p_by;
	state->set_path(get_path());
#ifdef TOOLS_ENABLED
	state->set_last_modified_time(get_last_modified_time());
#endif

}

void PackedScene::recreate_state() {

	state = Ref<SceneState>( memnew( SceneState ));
	state->set_path(get_path());
#ifdef TOOLS_ENABLED
	state->set_last_modified_time(get_last_modified_time());
#endif
}

Ref<SceneState> PackedScene::get_state() {

	return state;
}

void PackedScene::set_path(const String& p_path,bool p_take_over) {

	state->set_path(p_path);
	Resource::set_path(p_path,p_take_over);
}


void PackedScene::_bind_methods() {

	ClassDB::bind_method(_MD("pack","path:Node"),&PackedScene::pack);
	ClassDB::bind_method(_MD("instance:Node","gen_edit_state"),&PackedScene::instance,DEFVAL(false));
	ClassDB::bind_method(_MD("can_instance"),&PackedScene::can_instance);
	ClassDB::bind_method(_MD("_set_bundled_scene"),&PackedScene::_set_bundled_scene);
	ClassDB::bind_method(_MD("_get_bundled_scene"),&PackedScene::_get_bundled_scene);
	ClassDB::bind_method(_MD("get_state:SceneState"),&PackedScene::get_state);

	ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_bundled"),_SCS("_set_bundled_scene"),_SCS("_get_bundled_scene"));

}

PackedScene::PackedScene() {

	state = Ref<SceneState>( memnew( SceneState ));

}
